Why Is Bioshock 1 A Masterpiece?!
Jun 04, 2021I'm the man in the act and I'm here to ask you a question: A consumer is not entitled to a full game at launch. He doesn't say that we designers need more time to fix mistakes. He doesn't say that publishers need to buy the season pass. No. It tells shareholders that they have to wait for the next game. Instead, I rejected those answers. I chose to play something different. I chose the impossible. I chose Bioshock, a place where the player need not fear the loot box where the player would not be limited by the linear past. where the story can be enjoyed to the fullest and with the sweat of your controller BioShock can also become your video game BioShock1 is widely considered one of the best video games of all time, but is it still worthy of that title after 13 years?
Later you will remember the trailers for this game, my God, they were brutal and, since its release, Bioshock has been the reference example in the debate about whether video games are art or not. Let me tell you, friends, I can't think of a better example. Okay, well you took me there beyond its exceptional art design and setting, in many ways Bioshock is the complete opposite of what most first person shooters are. It's a game where you left all your preconceived notions on the surface where they belong, but why bring them in? Up Bioshock now, what relevance could it continue to have?
Well, my goal is to tell you and, better yet, show you what makes it so amazing. Several questions need answers: the game mechanics are as deep as the Atlantic Ocean. Bioshock has aged well or the allure of ecstasy has faded. What about the story and the characters? Is there more to see from them than just entertainment? Is this game really a
masterpiece
? Well, we hijacked a plane, rescued some little sisters, and made our way straight to this. The development of Bioshock is quite fascinating as it took place. Over the course of several years, it all started with a man named Ken Levine at the studio Irrational Games, which would later become 2k.The first thing they knew was what the main game would be like, like drones carrying valuable resource guards that protected the drones and the gatherers. that tried to take that resource, these things would become the little sisters and splicers to the big daddies that have become so iconic that
bioshock
went in many different directions, from being set on a spaceship to having a greater emphasis on game mechanics. role-playing game at a time that was even going to take place in a Nazi laboratory from World War II after the remastering of Bioshock, players were able to try out all the designs that this game went through and it is notable how many character models were completely renders that were removed from the game, it must be difficult to decide which ideas to discard. and which ones you move with, but the final result speaks for itself. 2k made all the right decisions motivated by a free-form shooter that put player control at the forefront and a desire to break tired clichés and tropes of fps titles. 2k builtbioshock
on a firm foundation, while the franchise got off to an extremely strong start, the two sequels and DLC that followed never equaled or surpassed what 2k achieved in their first attempt, and with that being said, let's dive into the ecstasy, the story It starts with the first and only words. our protagonist jack ever speaks they told me son you are special you were born to do great things you know what the right words were that ignite a mystery in a stroke of bad luck our plane crashes in the middle of the atlantic ocean big oof surrounded by flames and without any somewhere else to go we swim to the only piece of land in sight this sinister lighthouse as we enter the lights turn on revealing a powerful figure and the words no gods no kings only memes as an instrumental version of beyond the sea begins to play A premonitory feeling invades us but it soon disappears when the joyful presentation is about to show us this magical place that we have stumbled upon I chose the impossible I chose ecstasy immediately bioshock makes the deeper introduction that captivates the player with relax five minutes in I'm sold , I'm excited, this is it, I think everyone, even the most cynical people, could agree that the 2k games created one of the most immersive, detailed, and believable settings in the history of video games.The ecstasy is unforgettable, I think very much so. of people when they play the game for the first time may wonder how they came up with this place, a utopian underwater city run amok by gene splicing, genetic modification, power struggles, and corrupt ideals. The concept of a once divine and now desecrated city is amazing and ignites so many questions in the player's mind that the game will answer and eventually you will get answers to questions you never asked, while some models are a bit ugly, that's the period and obviously it does not compare with the graphical fidelity of the modern ones. games this art style is timeless can we leave one thing alone?
This is art, this is art friend, okay, keep in mind that this is my fifth or sixth playthrough of the game and every time I go back to rapture I always take the time to look around and appreciate the images. I'm sure we all wish we could have taken an underwater jet ski and explored the opening area and thanks to boundary breaking shadows we can do just that now in some games when you take the camera to places where they are not meant to disappear, the Developers will take shortcuts and leave out sections of buildings, have things that aren't rendered, etc., but in the intro everything is fully rendered. 2k games knew this opening would hook people like a mystical sea slug, the reasoning behind it.
Being set in an underwater city was about making the player feel isolated and trapped, we knew we wanted isolation, we also needed to sell it, we needed a compelling story, a backstory of why this place would exist, otherwise how are we going to make you feel ecstasy? as if it had been lived if we don't have the reason to be there and although the ride in the bathysphere is incredible once we reach our destination we have our first encounter with life and ecstasy oh damn it's okay mister Ryan you He played with me, man, this is it.
It's nothing like the opening monologue and with our only means of escape destroyed, we're forced to heed the words of our Irish companion Atlas as he guides us through the dangerous city with barely any other sane people in Rapture Atlas seems to be the only person. We can really trust, we're going to need to get her out of the height, but you'll have to trust me, could I be welcome to Rapture? It's where we see the most cutscenes and have a ton of world-building scenes. Yes, not really. I don't want to be here anymore, yeah, it's dangerous, okay, this guy just assaulted a child and what is that, what is sacred, it's the guy on the cover, watch out, watch out, oh, get out of here, that's it the big dad who doesn't want to fight. with you buddy you're all good i like your music don't bother as we go the atlas gives us a brief summary of what happened in ecstasy after fighting some bad guys well when you're in rome just stick that needle in your arm oh man while we tryna connect with atlas andrew ryan is showing up personally so tell me buddy which one the kgb wolf sent you with a cia jackal here's the news , the rapture is not something strange for you to plunder and handle.
Ryan is not a fast-paced social life that the government can slap in the face. This initial level is the perfect introduction. sets the story. Andrew Ryan's motivations for creating ecstasy. We get a sense of the depraved nature of it all, but we also see how ecstasy once could. be beautiful the seeds of a socio-political commentary are planted combat mechanics are introduced we learn how older dads and little sisters work you pick up a wrench a revolver balls fired into a plasmid you learn how to electrocute people and give them the double whammy you witness From a ghostly vision you hear a couple of audio records, all in a span of about 20 minutes, efficient, powerful and believable, but this is just a sample, a mere appetizer of what Bioshock has in store for us.
Hi, I'm Ken Levine, the creative director of Rational Games, and we're here today to show you some bioshock. Well, what are we trying to do? It's quite ambitious. What we're trying to do is redefine what it means to be a first-person shooter. Our goal is to put a stake in the heart of all those clichés that you've been playing for years and the first person shooters, the linear hallways, the very static environments and the AIS, now that we understand that it is a pretty lofty goal that will really depend It's up to you to decide if we succeed, but with that said, let's go to the world of Rapture and take a look at the core gameplay of Bioshock.
Bioshock in all its nuances defies the trends of most shooting games in which you unquestionably follow orders. Follow the linear path number 378. Kill everyone. The bad guys move on to the next area Watch a cutscene Ramirez protects the city from those big daddies' burgers There's none of that in place The story and gameplay of BioShock intertwine the concepts of freedom and choice and that's what makes it. different this one too linear this one too predictable This one is also forgettable What are these guys? An intruder is ugly, ugly, ugly even in the radio atlas and the other characters tell you what to do, but not always how to do it.
The game doesn't hold your hand for too long, it respects the player's intelligence and lets them figure things out bioshock is a sandbox game where they give you a wide variety of weapons and tools and the designers say, "okay, kid, Show us what you can do with them." Each individual who plays this will inevitably make different decisions in the plasmids they use weapon upgrades and tonics, that's what makes Bioshock so replayable. You might think that cyclone trap looks a little stupid. I'll stick with the happy bees and in your next game you could experiment. There are a million ways to eliminate splicers.
Stun them in the water Burn the poor bastards alive Hack turrets and watch them spit bullets while you sit in a corner Sneak up and bash their heads Freeze them with a winter blast You can hypnotize the big daddies Camera turrets Force your enemies to fight each other, They can set traps and learn on big daddies, almost all items can be picked up and thrown using telekinesis, it's playtime, baby, and ecstasy is their playground. I've always liked the idea of giving the player a lot of agency in terms. of your play style and experimenting with the play style and trying different things and seeing what worked and what didn't work and interacting with the environment, the notion that it's kind of a playground and I'm very surprised at how each strategy is viable and fun at all times.
The weapon plasmid upgrade has a use, nothing feels overtuned or underpowered and you gotta love the little blurb tutorials before learning a new plasmid, ask big daddy for help, make him think you're a little sister, look how he fights to protect you. Bioshock. It creates the perfect mix of balance and fun, although here's a pro tip: upgrade the chemical launcher to use less ammo and once you do, select the electric gel and now you've trivialized all the big daddy fights. It's not so difficult now, is it? Surprisingly, Bioshock is one of the extremely rare video games that justifies every aspect of the game and creates this unwavering level of immersion that is typical of a
masterpiece
.You have Adam and even not-so-subtle biblical references. Audio logs reveal characters experimenting with the plasmids. 44 we now register the name the lot of 44 gets angry because of its tendency bioshock explains why the atom is a currency why there are shops everywhere civil war in progress piracy is mentioned in several audio diaries It has come to my attention that some citizens I have discovered ways to hack the vending machines with all the craziness going on in Rapture. People started building automated defenses. Ryan had cameras set up. Everything is connected to the story, even the audio diaries themselves have advertisements in the medical pavilion, as it shows how Rapture was built. a capitalist paradise, everything is a business and is advertised as a business, the weapons are also a byproduct of the story and the setting fits aesthetically with the biopunk theme of the 50s and 60s, but of course Fontaine also smuggled weapons and other things from the surface, including respawn.
The mechanics are justified through the Vitta camera and the characters recognize that Bioshock adds context to the gameplay in a way that most games don't even bother with now. All this is nice andinteresting, but it doesn't matter if the gameplay is good, but it's a normal mother. goose these weapons feel and sound amazing each weapon has three types of ammo for different situations has things like incendiary rays explosive rounds anti-personnel armor piercing there's even a crafting mechanic introduced halfway through this aspect of survival horror is amazing in bioshock You're constantly scavenging for supplies, there's nothing worse than feeling ill-prepared, however Bioshock isn't perfect.
Am I supposed to be impressed? He was here a second ago on the consoles. Controlled aiming can be very stiff. Hit detection can also aim down sights, but it's quite slow cycling through weapons is tedious, but most of these issues aren't a problem on PC now the camera, while a neat mechanic lets you investigate enemies, learn Its weaknesses, the function is poor, while at first it is fun to photograph splicers and such quickly. just start spamming images to fill that research bar in the middle of a firefight later in the game, some enemies have arbitrary boosts to their health while others are much weaker, some fights become more of a test of stamina and skill as you tank bullets and spam health until your enemies are dead in each level.
The designers add new plasmid weapons, upgrade your arsenal, and add a new variety of enemies to tie things together. I feel like enemy placement in a level is also a very under-discussed aspect of the game. Designer splicers and big daddies are guaranteed to show up in certain places. You have some scheduled encounters, for example, when you grab this shotgun, you will always be assaulted by a group of thugs. Valuable items are often placed in front of the player as a shiny trinket. Come get me, I shouldn't have done it. In fact, Bioshock teaches you right now to always be careful about where you go and what is happening around you.
In the Fort Frolick auditorium there is a genetic tonic hidden at the top and you need to jump to it after grabbing it. Enemies appear and Cohen comments. about your athleticism, what an outstanding display of that lyric, I mean damn this game is detailed even if you clear an area, if you come back there's always a chance there will be splicers or big daddies wandering around the area, it kinda works similar to left director 4 dead series unlike for example dead space where necromorph spawning is specifically tuned bioshock is unpredictable as far as i remember there is only one area where spawning feels really cheap and they are the hives at the farmers market, it's not just the combat that makes bioshock fun, it's how the combat is set up, let me show you some examples in Sinclair Spirits, there is a button hidden behind the bar that leads to a station of power for the people, if you use it, turn around, go up the stairs and those six plaster splicers are gone scattered around the fort. romp around in arcadia you're stalked by these mysterious cultists, they set things on fire and teleport away from you bioshock doesn't rely on jump scares to scare the player all the fear is psychological the lighting sound design that's what makes bioshock scary when Peach Wilkins lets you in he takes all your weapons and you are forced to fight him with just your plasmids and your key, just like the flood splicers will pretend to be dead before jumping out and opening fire and my favorite encounter of all when You give Sander Cohen the third image for his quad tick and he thinks you'll betray him.
All the lights except one go out. Splicers invade the area while the flower waltz plays in the background. This game is magical as you walk through the ecstasy and hear the manic voices of wandering splicers it makes you nervous when the big daddies are nearby their footsteps shake the screen you can hear the tiles falling from the ceiling to locate a spider splicer you realize or not the game is indicating enemy movements to the player I'm not bad the AI person is also quite intelligent, they will fight each other if you set them on fire, they jump into water or heal at a first aid station in terms of difficulty, bioshock has four options , hard being the best difficulty, is quite challenging from the start, but as you get stronger, get new weapons, it becomes a little more manageable, however, the vita chamber negates any kind of consequences for dying enemies, no They regain their health if you die, so you can overcome anything with sheer perseverance.
Bioshock incorporates elements of action, survival, adventure, horror and some RPG elements, it doesn't go too far in any direction and, like Dead Space, has the perfect amount of action to still feel like a survival horror game, a facet that the Bioshock sequels greatly missed and suffered from When it comes to the core gameplay, BioShock is the fps genre at its finest despite some minor flaws, it places player agency at the forefront of its design, while That the trends that BioShock challenged are still recycled in modern shooters, it's sad that BioShock's philosophies didn't. really inspires big changes in the fps genre with its innovative design bioshock 1 is arguably as important to the fps genre as the original Doom Half-Life and Halo Combat were and that, my friends, is what a developer masterpiece is all about smart game.
He once said that this space has to be fun before it's pretty, and one of the biggest contributors to Bioshock being a masterpiece is its level design partially inspired by Resident Evil 4 2k. He was impressed with how open and free players were in taking on enemies that were running around and searching for items. inventory and ammo management, so it's no surprise that Bioshock employs a free-roaming type of level design. Don't you always feel a little frustrated when you see a bunch of doors in a video game and you just can't go through them or open them while many games have arbitrary reasons why you can't go to certain areas, invisible barriers return to the battlefield, even some Some of the best games are guilty of this, but Bioshock makes these barriers believable.
We knew we wanted the game to be in a place that was removed from the world but complete because every time I play games that take place in a real place, you approach a place where you know there's a t-shirt barrier that you can't jump over and that it always frustrates me because I prefer to simulate something completely and give the player never have that never press that um suspension of disbelief where players like to wait why can't I do that? I prefer to make a world where the player can do everything he can hope to do.
Ecstasy has been a war zone. so rubble, destroyed doors and all kinds of blockages don't break, immersive bioshock allows the player to explore while making it flow and feel natural, now it's a survival horror game with RPG mechanics, you beg to your sweet plasmids, there are incentives to explore, you're going to If you want to check each area like a detective looking for clues at a crime scene, the developers got very creative with the placement of these items and they are everywhere. Some require you to find a hidden door while others require you to go through a few. ice crash a door panel enter a code or just all that and hack it, let's talk about hacking, while many people consider it the most tedious and unfun part of bioshock, I don't necessarily agree that hacking turrets is worth it instead of destroying them so you can watch your back if you need to backtrack but obviously you don't want to hack everything, no one has time for that so again it comes down to player choice and if you mess up the puzzle you could lose health and activate security bots.
A risk and reward type of thing in searching for supplies to survive, the player constantly uses their brain to think through a situation. The bioshock levels are also very interactive, sure you can shoot all the bad guys, but in the medical ward we see these stacks. of oil, what can be done with oil? Hey, someone has a light, it doesn't matter, I have one. Each area of Bioshock is unique in design and theme. The lighthouse acts as a bridge to the rapture welcome center. It is the first stop for newcomers to the city. The generosity of Neptune is. stylized as a fishing port where the city gets some of its food arcadia is an agricultural research center filled with plant life and trees that create oxygen fort frolic is the neon-lit entertainment capital where people go to relax and have fun there is hephaestus where the city puts its power is a more industrial functional part of rapture olympus heights houses a more upper class atmosphere with luxurious suites apollo square has a kind of atmosphere on the streets of new york city where working class people live , all of these locations not only give players a fun landscape to fight and explore, but also show how each piece comes together to form the whole of ecstasy.
It makes it feel like a real place and gives reasons why people would leave the surface to come here now when it comes to art. holy balls style you take the time to look at anything and the detail is fascinating the style is based on art deco which first appeared in the early 1900s fun fact it is a luxurious futuristic style influenced by geometric shapes and symmetry symmetry dear steinman this game exudes style with its biopunk architecture, glass ceilings, walls and tubes are everywhere, allowing players to see the ecstasy from all different angles. Each business has a name and details inside.
Lots of blue light shines through the glass, illuminating the horrors within the ecstasy. Cracks, leaks and water everywhere, illustrating the lack of maintenance it is this contrast of light and dark, the beauty and ugliness of Rapture that makes it so visually striking. If Bioshock had little to no story, it would still be a masterpiece based solely on its game art and level design, but oh man, what a story. It has been when you appear in ecstasy, you know nothing and over time the layers are removed like Shrek's skin. There are few franchises where I feel compelled to immerse myself 100 percent in the story of Dark Souls, Halo, Bioshock, and of course, Mario Party.
You have two narratives. the story of the abduction, what happened until your arrival and everything that happens after, as long as there is enough material in Bioshock to make a 12-hour long video explaining everything. I'll try to summarize it briefly. The kidnapping was a utopia built by andrew ryan to escape. the political, social and religious aspects of a world after the second world war andrew ryan had in mind a laissez-faire market where the government had little or no control over the economy the idea was freedom so that everyone had the right to sweat From his front Ryan saw morality as a block to success and that is why Rapture was a place that valued science, logic and reason over what was considered right or wrong.
That's a bold strategy. Cotton, let's see how it turns out for you initially, thousands of people moved to the Rapture. It became a bustling city filled with the most talented people in the world, but eventually cracks began to appear without social programs, public funding or even taxes, nothing could be gained without paying a price, the less fortunate received no help from Rapture or Ryan. and many began to resent it. the utopia they once called home these sad sacks reach ecstasy thinking they are going to be captains of industry but everyone forgets that someone has to scrub the toilets without any real ethical standards established the companies were able to act the way they wanted I wanted and then Dr.
Tenenbaum discovered something miraculous: an atom, a chemical substance extracted from a special type of sea slug, capable of rewriting a person's genetic code without limits. Many advances were made in science and Adam became a central component of ecstatic life, but that was it. All sunshine and daisies Adam was highly addictive The withdrawal symptoms were fierce and required more and more Adam to avoid madness and ecstasy. The citizens mentally degraded and collapsed as Adam's need skyrocketed. The gangster Frank Fontaine took advantage of this opportunity to create a criminal empire that manipulated the lower class and pitting them against Andrew Ryan I gave them these cups a cotton ball a bowl of soup and they gave me their lives who needs an army when I got Fontaine's home for the poor to meet Adam's demand drastic times called for drastic measures and the little sisters program was founded, the little sisters were actually used in genetic experiments to produce atoms, what followed was a swath of hideous girls whoThey used needles to extract the leftover atom from the corpses to be recycled and the big daddies were created to guarantee their protection.
These band-aid solutions failed to fix the core problems within Rapture and a massive civil war began between Fontaine and Ryan. The era of prosperity and civilized society ended. The rise and fall of Rapture are shown to the player through the environments and told in audio. The audio logs are fantastically written and come from several different points of view illustrating the complexities of, you know, a damn city built underwater. This is another major strength of Bioshock's narrative, as we hear the main and minor characters give their thoughts on Rapture's state as he degrades as security chief Sullivan fights with Ryan to maintain order and the slimy Dr Suchong. a genetic scientist who embarks on gruesome experiments Peach Wilkins the leader of the Fontaine smuggling group Sander Cohen a depraved artist Bill Mcdonough general contractor of Rapture the ocean water is colder More than a witch's tip, the level design does not Not only does it make Rapture seem like a real place, but its citizens do too.
Records are often found in places related to a certain part of history. We will hear Steinman's descent into obsessive madness as we watch his experiments. Around the medical ward in Neptune's Bounty you discover a dead couple lying on a bed with pills scattered around and a photo of a young girl nearby the audio log is chilling we saw our nausea today we barely recognized her that's her son she said you're crazy I told her that thing , this is our maja, but he was right, he was taking blood from a corpse at Fontaine Fisheries and then when he was done, he left hand in hand with one of those officers.
Bioshock does not have the characters that they say. how they feel you can't just have your characters announce how they feel that makes me angry like oh marsha we're so distraught your little sister we're going to kill ourselves now bye no such horrible ass riding like that in neptune's bounty there's a hidden interrogation room where We found a dead man tied to a chair. Mr. Ryan asked me personally to make this clear to you. If you give us Fontaine, you'll be drinking pints at the McDonald's of wrestling, but if you'd rather play mule, we'll treat you like you're giving them a taste Patrick Timmy ready to talk now do I have to bite your balls again? sullivan continues whatever ryan thinks he consistently when she goes to jasmine jolene's private room we hear a flashback and see shadows of ryan beating her to death her record reveals that she sold her son illegitimate of her.
My personal favorite is in Su Chong's room in Olympus Heights, where we hear that she has trouble matching big daddies with little sisters. The protective bond is simply not forming. A little ironic, what's here? I wonder, oh, that's it. Well, just a couple dead people and three dead girls isn't rapturous life, Grant, it's these mini stories that make Bioshock's overall narrative so compelling. I know about a dozen mediums of storytelling in the game and they're all really rich and they're all designed so that even the most casual person who plays will have an idea of what's going on here.
We don't see a scene of a guy being sealed in Big Daddy's armor. We walked through the labs where that happened. We follow these characters through their records. learn more about them like diane mcclintock whose story is one of faith in ryan being shattered, renewed in atlas and when we arrive at atlas headquarters as atlas, i have a new face, a clean and fresh record, this kind of Narration is not only extremely rare but unique to the games and plays into the discovery of one of the games greatest strengths, so now we have a pretty good idea of Rapture's history up to the present when Jack guides us through Atlas with hoping to rescue his poor wife Moira and his son Patrick, who by So you can see a poster for a play that uses the names, damn, this game is deep and for most of the game Atlas is the only person who helps us. gives some direction.
I know you must feel like the unluckiest man in the world right now, but you are the only hope of seeing my wife and son again here we meet bridget tanenbaum and the concept of morality is introduced atlas tells us to reap and kill to the little sisters as tenenbaum implores us to rescue them the choice is theirs find our way through neptune's bounty to the smugglers hideout where we meet up with atlas and his family oh thank god it's time to get out of here oh no Ryan, no bastard, you walk in like a murderer and then try to sneak out like a thief You're not a CIA ghost Who are you?
Why do not you come here? Patrick, we will find the bastard, we will find him and we will rip his heart out. You're right, Atlas, we can't let Ryan get away with this. I'm with you until the end bro, this is when you start to understand the kind of storytelling that makes Bioshock's narrative so compelling in video games. There are cinematic narratives, you know, games that throw a bunch of pre-rendered scenes at you while you sit with your thumb up your butt, there's nothing wrong with that, but Bioshock really emphasizes not taking control away from the player unless it's extremely important, while Julie Langford is gassed to death when the bathysphere explodes, she walks through the smuggler's hideout and gets quick flashbacks during these moments.
The player is in the moment 100 percent because he is still in control. My problem with a game like Death Stranding is that you have gameplay sections sandwiched between 30 minute cutscenes and you often forget you're playing a video game, it overdoes the dialogue where bioshock gives you enough to the point where you crave more of anyway. As Jack we head to Arcadia where Ryan tries to poison the trees and deprive us of oxygen. We fix the plants with the Lazarus vector and head to Fort Folic. It's meant to be a short. stop but a mysterious man has other plans say goodbye to atlas goodbye ryan and hello to an evening with xander cohen wait who is this man well we're about to find out no no oh god you're sick let me get out of there in what could be The best Bioshock level, this madman tasks us with killing his three disciples, taking photographs of their corpses and publishing them in a crude art exhibition.
This is what makes Fort Flick special. Every previous level had a character that was the main focus, someone who eventually died, but in a strange way. In the way that Sander Cohen is not our enemy, we don't fight him, but rather we collaborate with Cohen and see his crude plaster casts of people everywhere, the spotlight shining on us as Cohen observes that we are the stars of his show , does that sound like a Broadway man or what, when you complete his quad tick, he has this dramatic entrance and celebration before giving us a tonic and leading the way for Hephaestus.
Now, would you be so kind as to go to Ryan's office and kill A's son while we work on taking down his security? In the middle of a splicer strip, he mocks us all over the world, look up and see the face of God, but look around you, it's a regular worm convention here. I haven't chosen the spot for you on the wall yet, let me know if you have a preference yes keep talking I'm going to bring you this bomb Andrew in desperation Ryan activates Rapture's self-destruct sequence atlas you can kill me but you'll never have my city but not if we can stop it haha what is all this, would you be so kind? she is very pretty, thank you dad, break her neck, break that sweet poppy's neck, no please break that puppy's neck, those audio logs were weird, there was no time to be distracted, we almost won the game, Here it comes baby, the big boss fight, I'm ready. the murderer has overcome my final defense and now he has come to murder me in the end what separates a man from a slave the power of money no man chooses a slave obeys you believe you have memories a farm a family an enemy an accident what is happening and then this place what is this? really a family did that plane crash was kidnapped was a man sent to kill or a slave a man chooses a slave obeys no amount of Twilight Zone episodes or Night Shyamalan movies could have prepared me for this stop Could you guide me?
Could you be nice? powerful phrase familiar phrase would you kindly receive this bioshock is amazing because it plays with the tropes we are used to as gamers and since jack is a silent protagonist we can experience the tragedy and shock on our own, the deception about why you are doing what you're doing is what makes this twist so awesome, plus the flashbacks that were triggered only a few times throughout the game were subtly dropped little hints when you entered Jasmine Jolene's room. There is a small frame in which Jack finds his dead mother murdered by his father, good sir.
In this scene, Andrew Ryan is not only attacking Jack, but also the player and the games industry as a whole for the whole illusion of choice we believe. Ultimately, the player is always content with what the game space will allow him to do, but he waits, it gets worse. Good job. Why are you laughing? I thought we were friends. The elusive double twist given to us by the greatest scammer in history. rapture frank fontaine is alive now as soon as that machine finishes the process and the genetic key you just took from ryan i'm going to run rapture from tits to toes we've heard all about this man but we always assumed he was dead you never considered why you were in ecstasy you never thought you were someone important but you are jack is the key to everything a genetically enhanced baby to age quickly fontaine's ace in the hole working alongside dr su chong and tenenbaum they programmed you with a false life false memories and a Phrase in code that could control each of your actions.
You've been doing the bad guy's bidding all along. It makes you think and question everything. There isn't a single line of dialogue in this game that feels forced, awkward, redundant, or the bad characters are mindlessly overplayed. cartoony i mean i could listen to frank fontaine narrate an audiobook i don't like green eggs and ham i don't like sam i'm frank fontaine he's one of the scariest and most well-crafted villains ever to exist he's a kaiser soze a boogie man their own stories are hard to find, not sure if they are dead or alive, Ryan wanted the best people on ecstasy when he did it and got the best man to take him down.
Fontaine represents the paradox of ecstasy in a society with absolute freedom. comes the power to take away the freedom of others. As bad a person as Fontaine is, in his own twisted way, he clearly had some affection for Jack. I called you and showed you what you were, what you were capable of, even that life you thought you had. That was something I dreamed and I tattooed it inside your head. No, you don't call that family. I don't know what it is, but the most important thing is that the cast of Bioshock is complex, like in Game of Thrones.
Most of the characters are neither black nor white. good or bad scheme no one is perfect like you there are no models there are no you know gandalf there is no um ben kenobi everyone um has substantial flaws from the present we are forced to use Ryan's genetic key to stop the self-destruction and then fontaine springs his trap , but the little sisters help us escape, we wake up Tenenbaum's hideout where she tells us that she has undone part of the mental conditioning, but Fontaine has no shortage of tricks, code yellow, it's a ticking clock, we have to track down the antidote.
In Fontaine's apartment we drink it we break the spell you broke the spell and now our goal is to defeat the big man do you plan to return to your fake family? your fake dreams putting you out of your misery will be the best thing i could ever do for you eventually we head to the top of prometheus point and face the big man buddy you rammed too much fontaine it's a pretty epic boss battle and although It looks a little strange, it's a clear reference to the Atlas statue. so it's poetic we finally drain him from Adam all the horror all the hardships we've been through all the twists and turns finally the world is free of this horrible man but one last thing remains the effects of your decisions whether you reaped all or some of the little sisters, Jack, becomes a giant who joins the other splicers to take control of the nuclear weapons, but if you rescue them all you get the Disney ending and oh my god it warms my heart and since the ending what was your reward you never said but i think i know a family there is so much more to bioshock than can be summed up in a single video.
Ken levine and 2k games created one of the most complex interesting universes in the history of video games, a world as rich in story and narrative as it is in freedom of choice and engaging gameplay and when it's over you're left reflecting on everything that happened,you just wish there was another game like this. Bioshock's art style is timeless with details that are still impressive. Day Rapture is a fully realized city with its own culture and where every feature has a reason behind its inclusion with its socio-political commentary on the utopias of capitalism, it offers a different perspective that could be analyzed like any other important literature in history.
The characters are incredibly well written and add dimension to the story in the same way that Bioshock handles every faceted game, every detail, big or small, is not only art but a masterpiece, a title that every gamer needs to play on their Life, let me see, it's beautiful.
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